You might find you have to sort your channels by ID... this is an option
in CHOPs.
Also, you might have to have in reserve a bunch of particles that are
added to your sim so that the point count never changes, (that is, find
out the maximum number of points that ever exist, and make sure that
this is constant throughout the shot through copy SOP trickery). That
means that points can't die though. Basically, your non-existent
particles are left at 0,0,0 and scaled to zero until the channel they
match in CHOPs exists, then they will suddenly pop into place.
Yup, this is a real hassle!
Sean
Nicholas Pliatsikas wrote:
> Im guessing the cache is just to stop any unneeded computations or always dragging files off the network and to stop any wierdness on sims. It seems to be very difficult to retime particles sims with changing point numbers at birth and death, Especially through chops. We are currently trying to figure out the best approach for this but looks like lots of over sampling and reading back just the data we need at specific times, is one of the stable methods of doing this.
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Sean Lewkiw
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